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Ph0rce

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  1. Surprise! I've decided to release some of the content to the community. I can't make plugins for oldrim anymore, as I no longer have the oldrim CK and have no intention of installing it; as a result, the pack I've released today is just the replacers for the Dwarven dagger, Keening and Volendrung. Next week I'll post a pack for SSE which has a plugin and more content. Later still, I'll post a resource pack containing everything that wasn't released for either game.
  2. Hi everyone. I'm sorry to disappoint, but I'm afraid that TCW for original Skyrim is now officially dead. Most of the old asset are now defunct, and may or may not see release as separate modders' resources. Now before you all throw full wine bottles at your computer screens, I will mention that I am still working on something, which is being made specifically for SSE. It is a descendant of this project; similar idea, but a completely different workflow and approach; I'm considerably happier with the results I'm getting this time around. Sorry to be so cryptic, but I don't want reveal much before I'm close to release and ready for testers. Over the years I've acquired a habit of promising a lot, and delivering either very little or nothing to this community, and it's a habit that I'm really trying to kick. So keep an eye out; maybe we'll see a new forum thread with new content on the horizon.
  3. Shezrie pulled all of her work after the insanity surrounding paid mods; and given all that happened during the controversy, i can't say I blame her. She has re-uploaded some of her mods, however it doesn't appear this particular mod was amongst them.
  4. Thanks, DDProductions83, I appreciate it. Afraid I haven't got Skype (not much use without a camera or mic). I'll contact you over PM.
  5. Hello everyone. Been a long time. Got a bit of a favour to ask of the community: I'd like to get a small themed mod on Nexus before Halloween (suffice to say that I started on this much too late). It's a simple collectible item; a bottle of Halloween-themed mead. I'd like to give it the ability to polymorph the player into a pumpkin for a few seconds before turning them back, however I don't have the faintest idea on how to do this and time is running out. Is anybody willing to collaborate with me and write a script that will do what I'm after? The assets and the rest of the mod should be ready within the next 48 hours. Regards, - Oriius
  6. The only reference I've found to them was Vlindrel Hall in Markarth (likely tied to Sir Berich's family holdings, though I don't think that it was ever elaborated on). Insanitysorrow remade the mace and sword, so if you're looking for KOTN-based mods that's certainly an option.
  7. Afraid that I don't know what you mean by terrain nif. Do you LODs of tileset elements? Or a full mockup of the city environment?
  8. You've turned Riverwood into a mining town, eh? Very nice.
  9. Thanks. I was interested in the rationale behind the direction that you're taking this. I look forward to seeing it in action.
  10. I'm working on a set of hunting knives at the moment, but I hope to be done those by the start of August. After that I should be able to make a start on the tileset.
  11. To me Markarth is really a tale of two cities. There are a few clues in the game that suggesthat Markarth was a Reachman city built on top of the Dwemer city of Nchuand-Zel, while the city that the player visits in-game is in fact an extension of Nchuand-Zel. From what I've seen in Skyrim's art book, my guess would be that the design of the city did a complete 180 at some point during development, with the Reachman/Nord city changed into a completely Dwemer city. A total redesign of Markarth based on the idea of literally building on top of the Dwemer city is something that I've wanted to tackle for quite a long time now. However I'm an asset modder rather than a CK modder, and my hands are full at present. All that said, if anyone decides to attempt taking the city in that direction, I'd be happy to lend a hand where I could, whether that be with planning sketches or new tileset elements.
  12. Been a while since I saw anyone else on here that uses SolidWorks. Blender handles STL conversions fairly well, though in my experience, getting vertex data to play nice with parasolid for anything other than a reference can be an absolute nightmare.
  13. This is getting better and better. One quick observation regarding the Dunmer lore though: I'm not sure that House Indoril would have the power or status to warrant being allowed to rename a district in Whiterun; and I doubt that they would get along well with the Ashlanders. Indoril's power was always tied to the Tribunal Temple, and the house was ruined when the temple collapsed following the disappearance/death of the Almsivi back in the Third era (you can even hear some dialogue on that in The Elder Scrolls IV: Oblivion). The event that triggered the Red Year also occurred right over one of their primary power bases (The Ministry of Truth crashing right into Vivec City), which would also likely have further damaged the house's little remaining prestige. Then again, it's been a couple of hundred years since the Red Year, and there is no dialogue in Dragonborn that suggests that member of House Indoril are pariahs like members of House Hlaalu. And maybe I've missed something in the lore; I'm hardly an expert on the subject after all.
  14. Sorry for the long absence everyone. I decided to take a bit of a break from the project, followed by a vacation that cut off access to computers and internet for more than a week. Still no progress on getting the spider to actually work in-game, though the challenge is now over. In the end, I chose not to go with any of the names submitted; nothing really jumped out at me for use on Clan Mzark, though I did like the "mastercrafted" name. I might use either that or something similar for top-tier items used by the peoples of the holds. Now, on to my latest work: I'm still struggling to understand the thought process at Bethesda for the complete 180 in the design of Volendrung. Going back as far as Arena, the design of the weapon has been fairly consistent (general appearance was established in Arena, hammer head was more heavily defined in Daggerfall, appearance was more detailed in Morrowind, design was further fleshed out in Oblivion, and then design was completely chucked out the window and replaced in Skyrim). The only element of any of the older designs present in the Skyrim Volendrung is the set of spikes found on the hammer head, along with the top of the haft. It's not a bad looking weapon my any stretch, but it looks utterly demonic in its appearance, and while this is not a bad thing (particularly since it is associated with a Daedric Prince), the text identifying it as a Dwemer weapon makes it look really out of place. So I've taken the design back to basics, whilst reinterpreting the weapon using my material-based approach. http://www.ndavidteixeira.com/images/Oriius/TESV/TCW2/Screenshots/0107.png http://www.ndavidteixeira.com/images/Oriius/TESV/TCW2/Screenshots/0108.png http://www.ndavidteixeira.com/images/Oriius/TESV/TCW2/Screenshots/0109.png http://www.ndavidteixeira.com/images/Oriius/TESV/TCW2/Screenshots/0110.png http://www.ndavidteixeira.com/images/Oriius/TESV/TCW2/Screenshots/0111.png http://www.ndavidteixeira.com/images/Oriius/TESV/TCW2/Screenshots/0112.png http://www.ndavidteixeira.com/images/Oriius/TESV/TCW2/Screenshots/0113.png http://www.ndavidteixeira.com/images/Oriius/TESV/TCW2/Screenshots/0114.png Not sure what's next. Probably one of the other unique weapons (either Spellbreaker or Zephyr). Or maybe Sunder, though I don't think that I'll tackle another hammer just yet. And before anyone asks, the armour is an unreleased update of my old Blackguard mod that I've been packaging up for release. I do need screenshot artists, so if you're interested, please PM me.
  15. Now this is how cities in Skyrim should look. I'll be following your progress.
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